Warhammer 40k Reference sheets

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PRE-GAME PRE-GAME SEQUENCE (p128) MISSIONS ETERNAL WAR MISSIONS MAELSTROM OF WAR MISSIONS NIGHT FIGHTING OBJECTIVES GENERAL OBJECTIVE RULES TACTICAL OBJECTIVES MYSTERIOUS OBJECTIVES SECONDARY OBJECTIVES DEPLOYMENT RANDOM DEPLOYMENT ZONES INFILTRATORS SCOUTS MORALE GENERAL MORALE RULES FALLING BACK (p57) REGROUPING (p59) 1 Decide on the mission - Missions may have rules that contradict the rules in this sequence. 2 Choose armies. - Choose points limit - Choose Battle-forged or Unbound 3 Set up battlefield - Scenery can be placed in any way the players find mutually agreeable. - Place any Fortifications which are neutral scenery. 4 Place Objective Markers - see ‘Objectives’ section for rules 5 Roll D6 for Random Deployment Zones. 6 Decide on Player Table Edges. - Any mutually agreeable method. 7 Declare if using Night Fighting. 8 ‘Before the game begins’. - Generate Psychic Powers. 9 Roll off for Deployment. - The winner can choose to deploy first or second. 10 Deploy armies. - Generate Warlord Trait first. - Fortifications which are part of an army are deployed with the rest of the army using the same rules. - Scenery upgrades may be deployed inside the scenery or within 6” of it. - Declare Reserves, Deep Strike, Outflank, Combined Reserves. - Second player deploys. 11 Deploy Infiltrators. - If both players have them, roll off. The winner can choose to deploy a unit first or second. Then alternate. 12 Redeploy Scouts - If both players have them, roll off. The winner can choose to redeploy a unit first or second. Then alternate. 13 Choose who goes first. - Player that deployed first can choose first or second turn. 14 Seize the Initiative. - The second player can go first on a 6. 15 Start the first turn. 1 Crusade: - D3+2 Mysterious Objectives. 2 Purge the Alien: - Kill Points. 3 The Scouring: - 6 Numbered Mysterious Objectives. 4 Big Guns Never Tire: - D3+2 Mysterious Objectives, KP for HS units destroyed. 5 The Emperor’s Will: - 1 Mysterious Objective each. 6 The Relic: - 1 Relic Objective. - All missions use Night Fighting and Reserves. - All missions use First Blood, Slay the Warlord and Linebreaker. 1 Cleanse and Control: - 3 TOs at all times. - Vanguard Strike deployment. 2 Contact Lost: - 1 TOs on turn 1. - 1 TO per controlled objective on other turns, to a maximum of 6. - Dawn of War deployment. 3 Tactical Escalation: - Must hold a number of TOs equal to the turn number. - Hammer and Anvil deployment. 4 The Spoils of War: - 3 TOs at all times. - ‘Secured Objective X’ cannot be discarded, and either player can achieve. - Dawn of War deployment. 5 Cloak and Shadows: - 3 TOs at all times. - Secret Objectives: Revealed only when achieved. - Hammer and Anvil deployment. 6 Deadlock: - Must hold a number of TOs opposite to the turn number, starting with 6. - Vanguard Strike deployment. - All missions use Night Fighting, Mysterious Objectives and Reserves. - All missions use First Blood, Slay the Warlord and Linebreaker. Tactical Objectives - At the start of your turn, generate new objectives. - At the end of your turn, check which are achieved and discard them. - After discarding, you may choose to discard one more. - If the mission includes Night Fighting, either player can request to use it. - Night Fighting affects Turn 1 on 4+. - If Night Fighting is in effect, all units have the Stealth special rule. Placing Markers - Roll off to see who places first. - Markers cannot be placed within 6” of the edge or within 12” of another marker. - Cannot be placed on Impassable Terrain. - Cannot be placed in buildings, but on buildings is ok. Controlling Markers - You control an objective if you have one model from a scoring unit and no models from enemy units within 3”. - All units are scoring except Swooping FMCs, Zooming Flyers (or units embarked on one), or unclaimed buildings. - Claimed buildings are scoring - Falling Back units cannot score. - Units in a building are within 3” of any markers on or within 3” of the building. - Units can control one marker at a time. - Only one unit may control a marker. Capture and Control 11 Secure Objective 1 12 Secure Objective 2 13 Secure Objective 3 14 Secure Objective 4 15 Secure Objective 5 16 Secure Objective 6 Take and Hold 21 Secure Objective 1 22 Secure Objective 2 23 Secure Objective 3 24 Secure Objective 4 25 Secure Objective 5 26 Secure Objective 6 Storm and Defend 31 Secure Objective 1 32 Secure Objective 2 33 Secure Objective 3 34 Secure Objective 4 35 Secure Objective 5 36 Secure Objective 6 Seize Ground 41 Recon: - 1VP if all Mysterious Objectives have been identified. 42 Behind Enemy Lines: - 1VP if 1 friendly scoring unit is within 12” of the opponents table edge. - D3VP if 3 friendly scoring units. 43 Hold the Line: - 1VP if 3 friendly scoring units and no enemy scoring units are within 12” of your table edge. 44 Ascendency: - D3VP if you control 3 objectives. 45 Supremacy: - D3VP if you control twice as many objectives as your opponent (min 2). 46 Domination: - D3+3VP if you control all objectives. Purge 51 Overwhelming Firepower: - 1VP if an enemy unit was completely destroyed in the Shooting phase. - D3VP if 3 units destroyed. 52 Blood and Guts: - 1VP if an enemy unit was completely destroyed in the Assault phase. - D3VP if 3 units destroyed. 53 No Prisoners: - 1VP if an enemy unit was completely destroyed in your turn. - D3VP if 3-5 units destroyed. - D3+3VP if 6+ units destroyed. 54 Hungry for Glory: - 1VP if you issued a challenge. - D3VP if 3 challenges issued. 55 Psychological Warfare: - 1VP if an enemy unit failed a Morale, Fear or Pinning test. - D3VP if 3 units failed. 56 Harness The Warp: - 1VP if you successfully manifested a Psychic Power. - D3VP if 3 powers manifested. Annihilation 61 Kingslayer: - D3VP if the enemy Warlord has been removed as a casualty in any turn. 62 Witch Hunter: - 1VP if 1 enemy Psyker destroyed. 63 Scour the Skies: - 1VP if 1 enemy Flyer/FMC destroyed. 64 Assassinate: - 1VP if 1 enemy character destroyed. - D3VP if 3 characters destroyed. 65 Demolitions: - 1VP if an enemy gun emplacement or building was destroyed. - D3VP if an enemy Mighty Bulwark was destroyed. 66 Big Game Hunter: - 1VP if an enemy MC or vehicle was destroyed. - D3VP if an enemy GC or Super- heavy was destroyed. 1 Sabotaged: Roll D6 at the end of every turn. On 1, all units within 3” take D6 S4AP- hits. 2 Nothing of Note: No effect. 3 Skyfire Nexus: Unit in control can choose to Skyfire. 4 Targeting Relay: Unit in control re-rolls shooting hits of 1. 5 Scatterfield: Unit in control has +1 cover save. 6 Grav Wave Generator: -2 to enemy charge ranges. Slay The Warlord (1VP): If the enemy Warlord has been removed as a casualty as the end of the game. First Blood (1VP): The first unit, of any kind, to be completely destroyed during the game. If two opposing units are destroyed simultaneously, both players get the point. Linebreaker: If, at the end of the game, you have at least one model from a scoring unit completely within 12" of the enemy’s table edge 1-2 Dawn of War 3-4 Hammer and Anvil 5-6 Vanguard Strike - Unit may choose to set up as Infiltrators and are deployed last. - Rule is (C) - conferred to the unit by a single model. - Infiltrators may set up anywhere more than 12” from any enemy unit as long as no deployed enemy unit may draw LoS to them, including in a building. - Alternatively, they may be set up anywhere more than 18” from any enemy unit. - A unit that infiltrates cannot Charge in their first turn. - Unit confers this on dedicated transport. - Units with Infiltrate and Scout may do both. - Alternatively, the unit may Outflank - see the Reserves section. - Unit may choose to redeploy after Deployment & Infiltrators. - Rule is (C) - conferred to the unit by a single model. - This may take them out of their deployment zone. - Infantry, Artillery, Walkers and Monstrous Creatures may redeploy 6” - Any other type may redeploy 12”. - A unit that uses this cannot Charge in their first turn. - A unit may not embark/disembark as part of this redeployment. - A unit may confer this to their dedicated transport. - Alternatively, the unit may Outflank - see the Reserves section. Morale checks - Morale checks are always 2D6 against the highest Ld in the unit. - Insane Heroism: A roll of double 1 always passes. When to test - When a unit suffers 25% or more casualties during any phase, test at the end of that phase (except the Assault phase). - When losing an assault, test with a Ld modifier equal to the number of wounds it lost by. - Units make a Fall Back move immediately after failing a Morale check. The only moves they can make after this are additional Fall Back moves until they regroup. They will make a Fall Back move every movement phase unless they Regroup. - The default Fall Back move is 2D6”, not slowed by Difficult Terrain but Dangerous Terrain is as normal. - The move is directly towards their own table edge by the shortest route. - If a model from the unit reaches the edge, the unit is removed as casualties. - If falling back from assault, the unit may move freely through enemy models involved in the assault. - Trapped: If the route is blocked, the unit may move around the obstacle, but if it cannot move in any direction, it is destroyed. - Units that are falling back can only fire Snap Shots, cannot Charge, Run or TB, cannot Go to Ground and pass all Pinning tests. - Models that are falling back automatically fail all Morale checks. - Models that are Charged must immediately test to Regroup. - Before the unit moves in the Movement phase, they must attempt to regroup. - If 25% of the squad remains, this is a normal Morale check. If less than 25% remains, this can only be passed with Insane Heroism. - If failed, Fall Back. - If passed, regroup 3”, not slowed by Difficult Terrain but Dangerous Terrain is as normal. - This move must be used to restore coherency. - Regrouped models cannot Run or Charge, but can shoot Snap Shots and Overwatch. Regrouping when assaulted - If assaulted while falling back, a unit must test to regroup when the enemy is found to be in Charge range on its normal Ld (ignore the 25% rule). If failed, it is destroyed at the end of the Charge sub-phase. 7TH EDITION 40K REFERENCE SHEETS V7 - Jan 2016 by ArbitorIan [email protected]

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Quick and easy all actual rules.

Transcript of Warhammer 40k Reference sheets

Page 1: Warhammer 40k Reference sheets

PRE-GAMEPRE-GAME SEQUENCE (p128)

MISSIONSETERNAL WAR MISSIONS

MAELSTROM OF WAR MISSIONS

NIGHT FIGHTING

OBJECTIVESGENERAL OBJECTIVE RULES

TACTICAL OBJECTIVES

MYSTERIOUS OBJECTIVES

SECONDARY OBJECTIVES

DEPLOYMENT

RANDOM DEPLOYMENT ZONES

INFILTRATORS

SCOUTS

MORALEGENERAL MORALE RULES

FALLING BACK (p57)

REGROUPING (p59)

1 Decide on the mission- Missions may have rules that

contradict the rules in this sequence.

2 Choose armies.- Choose points limit- Choose Battle-forged or Unbound

3 Set up battlefield- Scenery can be placed in any way

the players find mutually agreeable.- Place any Fortifications which are

neutral scenery.

4 Place Objective Markers- see ‘Objectives’ section for rules

5 Roll D6 for Random Deployment Zones.

6 Decide on Player Table Edges.- Any mutually agreeable method.

7 Declare if using Night Fighting.

8 ‘Before the game begins’.- Generate Psychic Powers.

9 Roll off for Deployment.- The winner can choose to deploy first

or second.

10 Deploy armies.- Generate Warlord Trait first.- Fortifications which are part of an

army are deployed with the rest of the army using the same rules.

- Scenery upgrades may be deployed inside the scenery or within 6” of it.

- Declare Reserves, Deep Strike, Outflank, Combined Reserves.

- Second player deploys.

11 Deploy Infiltrators.- If both players have them, roll off.

The winner can choose to deploy a unit first or second. Then alternate.

12 Redeploy Scouts- If both players have them, roll off.

The winner can choose to redeploy a unit first or second. Then alternate.

13 Choose who goes first.- Player that deployed first can choose

first or second turn.

14 Seize the Initiative.- The second player can go first on a 6.

15 Start the first turn.

1 Crusade: - D3+2 Mysterious Objectives.

2 Purge the Alien: - Kill Points.

3 The Scouring: - 6 Numbered Mysterious Objectives.

4 Big Guns Never Tire: - D3+2 Mysterious Objectives, KP for HS units destroyed.

5 The Emperor’s Will: - 1 Mysterious Objective each.

6 The Relic: - 1 Relic Objective.

- All missions use Night Fighting and Reserves.

- All missions use First Blood, Slay the Warlord and Linebreaker.

1 Cleanse and Control: - 3 TOs at all times.- Vanguard Strike deployment.

2 Contact Lost: - 1 TOs on turn 1.- 1 TO per controlled objective on other

turns, to a maximum of 6.- Dawn of War deployment.

3 Tactical Escalation: - Must hold a number of TOs equal to

the turn number.- Hammer and Anvil deployment.

4 The Spoils of War: - 3 TOs at all times.- ‘Secured Objective X’ cannot be

discarded, and either player can achieve.

- Dawn of War deployment.

5 Cloak and Shadows: - 3 TOs at all times.- Secret Objectives: Revealed only

when achieved.- Hammer and Anvil deployment.

6 Deadlock: - Must hold a number of TOs opposite

to the turn number, starting with 6.- Vanguard Strike deployment.

- All missions use Night Fighting, Mysterious Objectives and Reserves.

- All missions use First Blood, Slay the Warlord and Linebreaker.

Tactical Objectives- At the start of your turn, generate new

objectives.- At the end of your turn, check which are

achieved and discard them.- After discarding, you may choose to

discard one more.

- If the mission includes Night Fighting, either player can request to use it.

- Night Fighting affects Turn 1 on 4+. - If Night Fighting is in effect, all units have

the Stealth special rule.

Placing Markers- Roll off to see who places first.- Markers cannot be placed within 6” of the

edge or within 12” of another marker.- Cannot be placed on Impassable Terrain.- Cannot be placed in buildings, but on

buildings is ok.

Controlling Markers- You control an objective if you have one

model from a scoring unit and no models from enemy units within 3”.

- All units are scoring except Swooping FMCs, Zooming Flyers (or units embarked on one), or unclaimed buildings.

- Claimed buildings are scoring- Falling Back units cannot score.- Units in a building are within 3” of any

markers on or within 3” of the building.- Units can control one marker at a time.- Only one unit may control a marker.

Capture and Control

11 Secure Objective 1

12 Secure Objective 2

13 Secure Objective 3

14 Secure Objective 4

15 Secure Objective 5

16 Secure Objective 6

Take and Hold

21 Secure Objective 1

22 Secure Objective 2

23 Secure Objective 3

24 Secure Objective 4

25 Secure Objective 5

26 Secure Objective 6

Storm and Defend

31 Secure Objective 1

32 Secure Objective 2

33 Secure Objective 3

34 Secure Objective 4

35 Secure Objective 5

36 Secure Objective 6

Seize Ground

41 Recon:- 1VP if all Mysterious Objectives have

been identified.

42 Behind Enemy Lines:- 1VP if 1 friendly scoring unit is within

12” of the opponents table edge.- D3VP if 3 friendly scoring units.

43 Hold the Line:- 1VP if 3 friendly scoring units and no

enemy scoring units are within 12” of your table edge.

44 Ascendency:- D3VP if you control 3 objectives.

45 Supremacy:- D3VP if you control twice as many

objectives as your opponent (min 2).

46 Domination:- D3+3VP if you control all objectives.

Purge

51 Overwhelming Firepower:- 1VP if an enemy unit was completely

destroyed in the Shooting phase.- D3VP if 3 units destroyed.

52 Blood and Guts:- 1VP if an enemy unit was completely

destroyed in the Assault phase.- D3VP if 3 units destroyed.

53 No Prisoners:- 1VP if an enemy unit was completely

destroyed in your turn.- D3VP if 3-5 units destroyed.- D3+3VP if 6+ units destroyed.

54 Hungry for Glory:- 1VP if you issued a challenge.- D3VP if 3 challenges issued.

55 Psychological Warfare:- 1VP if an enemy unit failed a Morale,

Fear or Pinning test.- D3VP if 3 units failed.

56 Harness The Warp:- 1VP if you successfully manifested a

Psychic Power.- D3VP if 3 powers manifested.

Annihilation

61 Kingslayer:- D3VP if the enemy Warlord has been

removed as a casualty in any turn.

62 Witch Hunter:- 1VP if 1 enemy Psyker destroyed.

63 Scour the Skies:- 1VP if 1 enemy Flyer/FMC destroyed.

64 Assassinate:- 1VP if 1 enemy character destroyed.- D3VP if 3 characters destroyed.

65 Demolitions:- 1VP if an enemy gun emplacement or

building was destroyed.- D3VP if an enemy Mighty Bulwark

was destroyed.

66 Big Game Hunter:- 1VP if an enemy MC or vehicle was

destroyed.- D3VP if an enemy GC or Super-

heavy was destroyed.

1 Sabotaged:Roll D6 at the end of every turn. On 1, all units within 3” take D6 S4AP- hits.

2 Nothing of Note:No effect.

3 Skyfire Nexus:Unit in control can choose to Skyfire.

4 Targeting Relay:Unit in control re-rolls shooting hits of 1.

5 Scatterfield:Unit in control has +1 cover save.

6 Grav Wave Generator:-2 to enemy charge ranges.

Slay The Warlord (1VP):If the enemy Warlord has been removed as a casualty as the end of the game.

First Blood (1VP):The first unit, of any kind, to be completely destroyed during the game. If two opposing units are destroyed simultaneously, both players get the point.

Linebreaker:If, at the end of the game, you have at least one model from a scoring unit completely within 12" of the enemy’s table edge

1-2 Dawn of War

3-4 Hammer and Anvil

5-6 Vanguard Strike

- Unit may choose to set up as Infiltrators and are deployed last.

- Rule is (C) - conferred to the unit by a single model.

- Infiltrators may set up anywhere more than 12” from any enemy unit as long as no deployed enemy unit may draw LoS to them, including in a building.

- Alternatively, they may be set up anywhere more than 18” from any enemy unit.

- A unit that infiltrates cannot Charge in their first turn.

- Unit confers this on dedicated transport.- Units with Infiltrate and Scout may do both.- Alternatively, the unit may Outflank - see

the Reserves section.

- Unit may choose to redeploy after Deployment & Infiltrators.

- Rule is (C) - conferred to the unit by a single model.

- This may take them out of their deployment zone.

- Infantry, Artillery, Walkers and Monstrous Creatures may redeploy 6”

- Any other type may redeploy 12”.- A unit that uses this cannot Charge in their

first turn.- A unit may not embark/disembark as part of

this redeployment.- A unit may confer this to their dedicated

transport.- Alternatively, the unit may Outflank - see

the Reserves section.

Morale checks- Morale checks are always 2D6 against the

highest Ld in the unit.- Insane Heroism: A roll of double 1 always

passes.

When to test- When a unit suffers 25% or more casualties

during any phase, test at the end of that phase (except the Assault phase).

- When losing an assault, test with a Ld modifier equal to the number of wounds it lost by.

- Units make a Fall Back move immediately after failing a Morale check. The only moves they can make after this are additional Fall Back moves until they regroup. They will make a Fall Back move every movement phase unless they Regroup.

- The default Fall Back move is 2D6”, not slowed by Difficult Terrain but Dangerous Terrain is as normal.

- The move is directly towards their own table edge by the shortest route.

- If a model from the unit reaches the edge, the unit is removed as casualties.

- If falling back from assault, the unit may move freely through enemy models involved in the assault.

- Trapped: If the route is blocked, the unit may move around the obstacle, but if it cannot move in any direction, it is destroyed.

- Units that are falling back can only fire Snap Shots, cannot Charge, Run or TB, cannot Go to Ground and pass all Pinning tests.

- Models that are falling back automatically fail all Morale checks.

- Models that are Charged must immediately test to Regroup.

- Before the unit moves in the Movement phase, they must attempt to regroup.

- If 25% of the squad remains, this is a normal Morale check. If less than 25% remains, this can only be passed with Insane Heroism.

- If failed, Fall Back.- If passed, regroup 3”, not slowed by Difficult

Terrain but Dangerous Terrain is as normal.- This move must be used to restore

coherency.- Regrouped models cannot Run or Charge,

but can shoot Snap Shots and Overwatch.

Regrouping when assaulted- If assaulted while falling back, a unit must

test to regroup when the enemy is found to be in Charge range on its normal Ld (ignore the 25% rule). If failed, it is destroyed at the end of the Charge sub-phase.

7TH EDITION 40KREFERENCE

SHEETS

V7 - Jan 2016

by [email protected]

Page 2: Warhammer 40k Reference sheets

THE TURNCONCISE TURN SEQUENCE

THUNDERBLITZ (p95)

MOVEMENTGENERAL MOVEMENT RULES

EMBARKING & DISEMBARKING (p80)

TANK SHOCK & RAM (p92)

VEHICLE MOVEMENT

RESERVESPREPARING RESERVES

ARRIVING FROM RESERVE

DEEP STRIKE (p162)

DEEP STRIKE MISHAP (p162)

OUTFLANKING

TERRAIN

TYPES OF TERRAIN

BATTLEFIELD DEBRIS (p109)

BUILDINGS (p11)

1 Start of the Turn.- Roll for One Eye Open on any unit

within 6” of Desparate Allies.- Scatter any Vortex templates.- Roll for Reserves

2 Movement Phase.- Move Reserves first.- Units Falling Back must attempt to

Regroup when selected.- FMCs must declare Swoop or Glide.- Flyers must declare Zoom or Hover

before any units disembark.- Vehicles declare Speed when move.- Morale checks for units losing 25%.

3 Psychic Phase.- Generate Warp Charge.- Manifest powers.- Morale checks for units losing 25%.

4 Shooting Phase.- Shoot units one at a time.- Fire Emplaced Weapons last.- Morale checks for units losing 25%.

5 Assault Phase.- Charge sub-phase.- Fight sub-phase.

6 End of the Turn.- Roll for units with Soul Blaze.- Roll for Sabotaged objectives- Friendly Gone to Ground units return

to normal.

D6 Tank Shock Ram

1 Carry on as normal Carry on as normal

2-5 Unit suffers D6 S6AP- hits.

Add D6 to the Super-heavy’s AP.

6 Unit suffers 2D6 S10AP2 hits. Then carry on as normal.

Vehicle scatters 2D6” and Explodes

- Pivoting on the spot is not moving.- Units Locked in assault cannot move. - Unit Coherency: Models must remain

within 2” horizontally and/or 6” vertically of another model in the same unit.

- If this is lost, the unit must attempt to regain coherency in their next turn.

- This may force the unit to Run.

Embarking Vehicles- Move each model to within 2" of an Access

Point in the Movement phase. The whole unit must be able to embark.

- If the vehicle moved before the embarkation, it cannot move further.

- Vehicles cannot Tank Shock/Ram that turn.- Embarked models are Fearless.- Embarked units may fire Overwatch out of

Fire Points.- ICs embarking an occupied vehicle

automatically joins the unit.- Only Infantry models may embark (this

does not include Jump or Jetpack Infantry).

Disembarking Vehicles- A unit may disembark if it begins the turn in

a vehicle which moved no more than 6”.- If the vehicle has already moved, it may not

move further.- Vehicles cannot Tank Shock/Ram that turn.- Place models, one at a time, touching an

Access Point. The model may then move 6” or less for Difficult Terrain.

- Disembarked units may act normally but may not charge. If disembarked in the enemy turn, they may not charge in theirs.

- Emergency Disembarkation: If models cannot disembark because of enemy models or terrain, they may be placed touching any part of the hull (instead of an Access Point). After their 6” move, they may not perform voluntary actions that turn. If some models can’t be placed, unit stays in.

1 Nominate a vehicle and declare either Tank Shock or Ram.- Only Tanks or Super-heavy vehicles

may Tank Shock or Ram.

2 Turn it on the spot in the direction you wish to move it.

3 Declare how many inches it will move.- This can be pre-measured.- This must be at least Combat Speed.

4 Move the vehicle straight forward until it contacts an enemy unit or reaches the declared distance.- Tank Shocks cannot be attempted

against enemies locked in combat.- The tanks stops if it comes within 1”

of a friendly model, impassable terrain or reaches the board edge.

- If a Ram was declared, it will make a Ram attack if it contacts an enemy vehicle.

5 Enemy units contacted take Morale test.- If passed, they move out of the way

(and may Death or Glory).- If failed, they immediately Fall Back.- Then keep moving the Tank up to it’s

declared distance.

6 If a Ram occurs, each vehicle causes a hit against the enemy facing.- S is half the AV of your facing.- +1 for being a Tank.- +2 for being Heavy, Superheavy or a

Building.- If the enemy vehicle Explodes, the

Tank may keep moving up to it’s declared distance.

- Tanks may Tank Shock from Reserve, but this must be declared before the tank moved onto the board.

- Tank Shocking vehicles cannot move Flat Out, embark or disembark that turn.

- Vehicles that declare Ramming only fire Snap Shots.

- Walkers may not Death or Glory.- Death or Glory: If it passes the Morale

check, one model from a unit may make a single attack against the front armour, which automatically hits. This can be assault, a single shot (even if the weapon has more shots) or a grenade. If it causes a Stunned, Immobilised, Wrecked or Explodes result, the vehicle stops 1” away. If the attack fails, the model is removed. If Artillery units do this with a gun and fail, both the crewman and gun are removed.

- Thunderblitz: Is a Super-heavy performs a Tanks Shock/Ram, as well as the regular effects, roll on the Thunderblitz table before the morale test / AP roll.

Dist Type of Movement

0” Stationary

< 6” Combat Speed

> 6” to 12” Cruising Speed- Vehicles may pivot around their centre. This

does not count as moving.- Vehicles are not slowed by Difficult Terrain,

but treat it as Dangerous.- A vehicle that fails a Dangerous Terrain test

loses 1HP and is Immobilised.- Vehicle Squadrons have 4” coherency.

- You may Reserve any number of units.- If a unit cannot be deployed on the table, it

must be Reserved.- You must specify in deployment attached

IC, Transports, Deep Strike or Outflank.

Turn Roll required

2 3+ on D6

3 3+ on D6

4 Automatically arrives.- Roll of 1 always fails to arrive.- Moves onto the table from the controlling

player’s table edge.- If it cannot fit on the board with its max

move, move it as far on as possible.- Ongoing Reserves: Units which leave the

board during the game enter Ongoing Reserves, which arrive automatically the next turn.

1 Place one model from the unit anywhere on the table

2 Roll for Scatter 2D6”- Vehicles do not change facing when

scattering.

3 Place the rest of the models- Models must be in base contact,

forming a circle around the first.- Once the circle is complete, start

another.- Each circle must include as many

models as will fit.

4 Determine Mishap if any model cannot be placed on the table because:- It would be placed off the table.- It would be within 1” of an enemy.- It would be on top of a friendly.- It would be in Impassable Terrain.

5 Difficult terrain is Dangerous- If in Ruins, place on ground floor.- Buildings count as Impassable Terrain.- Units may Shoot, Run, etc as normal,

counting as having moved (Combat Spd).- Units may disembark but may not charge.

D6 Effect

1 The entire unit is destroyed!

2-3 The opponent may deploy the unit without scattering.

4-6 Place in Ongoing Reserves.

Difficult Terrain:- To move, roll 2d6 and pick highest.- If you choose not to test, you cannot move

any models through Difficult Terrain.- If you choose to take the test, this is the

maximum all models in the unit may move.- -2” to charging through Difficult Terrain.

Dangerous Terrain:- As Difficult Terrain.- Test as soon as model enters or moves.- On a 1, suffers a wound. No cover saves.- Only test once per scenery area per phase.

Impassable Terrain:- Models cannot enter.

Ruins:- As Difficult Terrain.- 4+ cover save regardless of % obscured.

Forests (Twisted Copse):- As Difficult Terrain.- 5+ cover save regardless of % obscured.

Ammunition Dump:- Difficult Terrain. Gives a 5+ cover save.- Any model within 2” re-rolls To Hit of 1.

Barricades & Walls:- Difficult Terrain. Gives a 4+ cover save.- Models on either side count as in contact.- Units charging an enemy behind a wall

count as charging through Difficult Terrain.

Comms Relay:- Difficult Terrain. Gives a 5+ cover save.- Any model within 2” re-rolls Reserves.

Craters- Difficult Terrain. - 5+ cover save regardless of % obsccured.- Going to Ground gets +2 to cover save.

Defence Line:- Difficult Terrain. Gives a 4+ cover save.- Models on either side count as in contact.- Going to Ground gets +2 to cover save.

Gun Emplacement:- Difficult Terrain. Gives a 4+ cover save.- A model in base contact fires (Relentless),- May be attacked at T7 W2 Sv3+

- Treat as Transport vehicles.- Dilapidated Buildings: -2 to AV.- Jump and Jet Pack infantry may embark.- All buildings have Repel The Enemy.- Buildings are automatically hit in assault.- Two models may shoot through Fire Points.- If AV0 or HP0, immediate Total Collapse.- Moving between parts of a multi-part

building will take up all the unit’s move.

Claiming Buildings- Buildings in your army are ‘claimed’ at start.- A claimed building is a unit in the player’s

army and remains so, even if unoccupied.- If an enemy unit enters the building, they

immediately claim it.- Claimed buildings have Sentry Def System.

Emplaced Weapons- Manual Fire: If a building is occupied,

models may fire emplaced weapons manually. All fire at same target.

- Automated Fire: If a building is claimed, all non-manual weapons fire at the nearest enemy unit within range/LoS of the weapon at BS2 at the end of the phase.

- Gun Emplacements taken as upgrades count as additional emplaced weapons.

Battlements- Battlements are a separate piece of terrain.- Battlements are an access point for the

building. Units may also move onto the battlements without entering the building.

- Difficult Terrain, but Jump and Jet units do not have to take Dangerous tests.

- 4+ cover save regardless of % obscured.- Template/Blast weapons hit building too.- If a unit moves onto the battlements of an

unclaimed building they claim it.

MOVEMENT DISTANCES (p199)

Unit Type Move Effect of Difficult Terrain Fall Back Page

Infantry 6” 2D6, pick the highest. 2D6” 62

Jump (using) 12” Dangerous if starts/ends in Difficult. 3D6” 65

Jump (not using) - As standard Unit Type. 3D6” 65

Beasts 12” No Effect. 3D6” 67

Cavalry 12” Dangerous Terrain test. 3D6” 67

Bikes 12” Dangerous Terrain test. 3D6” 63

Jetbikes 12” Dangerous if starts/ends in Difficult. 3D6” 63

MC 6” 3D6, pick the highest. 2D6” 67

Artillery 6” 2D6, pick the highest. 2D6” 64

Jet Pack (using) 6” Dangerous if starts/ends in Difficult. 2D6” 66

Jet Pack (not using) - As standard Unit Type. 2D6” 66

Skimmers 12” Dangerous if starts/ends in Difficult. n/a 89

Walkers 6” 2D6, pick the highest. n/a 90

Flyers (Zoom) 18-36 No Effect. n/a 84

FMCs (Swoop) 12-24 No Effect. n/a 68

Other Vehicles 12” Dangerous Terrain test. n/a 72

BUILDING DAMAGE TABLE

D6 Result Hits Other Effects

1 Breach - Reduce AV by 1 on all facings.

2 Tremor - Occupying unit may only make Snap Shots or disembark 3”.

3 Partial Collapse D6 - Emplaced weapons may only fire Snap Shots next turn.

4 Struc. Collapse 2D6 - One emplaced weapon is destroyed.- Emplaced weapons may only fire Snap Shots next turn.

5 Cata. Breach 2D6 - Reduce AV by D3 on all facings.- One emplaced weapon is destroyed.- Emplaced weapons may only fire Snap Shots next turn.

6 Total Collapse 2D6 - Building is destroyed and becomes Ruins.- All models must disembark or become casualties, then take a

Pinning test.- Units on battlements take D6 hits and Pinning test.

7+ Detonation! 4d6 - As above, but units on battlements take 2D6 hits.- All hits are S6 AP- with the Ignores Cover rule, and randomly allocated.- AP2 weapons gain +1 to this table. AP1 weapons gain +2 to this table.

Imperial Statuary:- Difficult Terrain. Gives a 3+ cover save.- Imperium models within 2” gain Fearless.

Rubble:- As Difficult Terrain.- 4+ cover save regardless of % obsccured.

Tanglewire:- Dangerous Terrain. Gives a 6+ cover save.

Tank Traps:- Dangerous to Bikes, - Impassable to non-Skimmer vehicles.- Gives a 4+ cover save.

- Outflanking units roll a d6 to determine what table edge they arrive from when arriving from Reserves.

D6 Effect

1-2 To the left of controlling player.

3-4 To the right of controlling player.

5-6 Choose left or right.

Page 3: Warhammer 40k Reference sheets

PSYCHIC PHASEGENERATING PSYCHIC POWERS (p22)

GENERATING WARP Charge (p24)

MANIFESTING PSYCHIC POWERS (p24)

PERILS OF THE WARP (p25)

PSYCHIC POWER TYPES (p26)

GENERAL PSYCHIC PHASE RULES

BIOMANCY (p192)

DIVINATION (p193)

DAEMONOLOGY - SANCTIC (p194)

DAEMONOLOGY - MALEFIC (p195)

FORCE (p23)

FORCE WEAPONS

PYROMANCY (p196)

TELEKINESIS (p197)

TZEENTCH (CSM)

TELEPATHY (p198)

SLAANESH (CSM)

NURGLE (CSM)

Mastery Levels- Psykers know a number of powers equal to

their Mastery Level.- The number of powers a Psyker may use

depends on his Mastery Level.- Psykers are assumed to be Mastery Level 1

unless stated otherwise.

Generating Powers- Generate powers one at a time.- After rolling a power, the psyker may

immediately swap it for the Primaris power.- If a power is rolled twice, immediately re-roll

before swapping for the Primaris.- If a psyker generates all powers from the

same discipline, he automatically gains the Primaris power in addition.

- Psykers with a Mark of Chaos or are the Daemons of a Chaos God automatically know the Primaris power of the discipline of their patron, in addition to any others.

- Any Psyker with a Force weapon automatically knows the Force power.

Daemonology- Anyone except Tyranids can select

Daemonology powers.- Grey Knights cannot use Malefic.- Daemons cannot use Sanctic.- Non-Daemons who use Malefic suffer a

Perils of the Warp attack on any double.- Non-Grey Knights who use Sanctic suffer a

Perils of the Warp attack on any double.

- The player whose turn it is rolls D6.- Each player adds the Mastery Levels of all

Psykers they have on the table.- The total is the amount of Warp Charge

each player gets

1 Select Psyker & Psychic Power.

2 Declare Target.

3 Take Psychic Test. - Declare how many Warp Charge you

are using and roll that many D6.- For every 4+ you harness 1 Warp

Charge point.- If you harness enough to meet the

power’s cost, the power is successful.

- If you do not harness enough, the power fails.

- If you roll two or more 6s, the psyker suffers Perils of the Warp.

4 Deny the Witch.- Declare which unit is nullifying- Declare how many Warp Charge you

are using and roll.- For every 6+, you nullify 1 Warp

Charge point.- You need to nullify ALL the harnessed

points to cancel the power.- +1 if the target is a Psyker.- +1 if the target has higher mastery

level than the caster.- +1 if the target has Adamantium Will.

5 Resolve Psychic Power.

1 Dragged into the Warp (Ld test)- Pass: 1wound/glace with no saves.- Fail: Psyker removed and unit suffers

D6 S6 AP1 hits.

2 Mental Purge- 1 wound/glance with no saves.- Forget one random power.

3 Power Drain - 1 wound/glace with no saves.- Roll D3, both players lose this many

Warp Charge points.

4 Psychic Backlash- 1 wound/glance with no saves.

5 Empyric Feedback (Ld test)- Pass: no effect- Fail: 1 wound/glance with no saves.

6 Warp Surge (Ld test)- Pass: Psyker gains 3+ inv save,

Fleshbane, Armourbane, Smash until next friendly psychic phase.

- Fail: 1 wound/glace with no saves.

Blessing:- Targets one or more friendly units- Lasts until the player’s next Psychic

Phase.- Can affect units locked in CC and can

affect the casting Psyker.- Multiple benefits from the same power

are not cumulative.

Conjuration:- Conjured models immediately arrive via

Deep Strike within the power’s range.- Conjured units may not take upgrades.- Generate any abilities immediately.- May not manifest Psychics that turn.- Chaos Daemons get a free Icon,

Instrument or Character upgrade if the model is available.

Malediction:- Targets one or more enemy units- Lasts until the player’s next Psychic

phase.- Multiple effects from the same power are

not cumulative.

Witchfire:- Witchfire powers are shooting attacks.- Any number can be manifested per turn

and can all target different units.- Cannot be used in Overwatch.

Witchfire (Beam):- Draw a 1mm line between the centre of

the Psyker’s base and a chosen point.- All units, friend or foe, under the line are

automatically hit, except Zooming Flyers & Swooping FMCs.

- Units take a number of hits equal to the number of models under the line.

- Only one unit under the line can Deny.

Witchfire (Focussed):- As Witchfire, but pick a target model- If you harness more Warp Charge than

needed, the power affects that model.- If you do not, the power affects the

closest model in the unit.

Witchfire (Nova):- Automatically targets and hits all enemy

units within range, regardless of LoS, locked in CC, intervening models, etc.

- Only one targeted unit can Deny.

Manifesting Power- Only the player whose turn it is may attempt

to manifest powers.- When the player whose turn it is has 0

Warp Charge remaining, the phase is over.- No Psychic unit may attempt to manifest

the same power more than once per phase.

Transports- Psykers in transports can only use Witchfire

powers, and only if the vehicle has a firing point.

- Psychic powers cannot target units embarked on a transport.

Psychic Hood- Allows a model to Deny any power that

targets a friendly unit within 12” of them. If they fail, the power still affects the target unit. If inside a vehicle or building, this may only be used to nullify powers targeted against the vehicle/building the Psyker is in.

P Smite (Witchfire 1)R18” S4 AP2 Assault 4

1 Iron Arm (Blessing 1)Psyker gains +3S, +3T and Smash.

2 Enfeeble (Malediction 1, 24”)Target has -1S, -1T and treats all terrain (inc. open ground) as Difficult Terrain.

3 Life Leech (Witchfire 1)R18” S6 AP2 Assault 2 If this causes an unsaved wound, the Psyker or a friendly model within 6” regains a lost wound.

4 Warp Speed (Blessing 1)Psyker gains +3I, +3A and Fleet.

5 Endurance (Blessing 2, 24”)Target gains Feel no Pain (4+), Eternal Warrior and Relentless.

6 Haemorrhage (Focus Witchfire 2, 18”)Target must pass two T tests & suffers a wound for each failure. No armour or cover saves. If removed, select a model within 2” and take a single T test. Repeat as necessary.

P Prescience (Blessing 2, 12”)Target can re-roll failed To Hit rolls.

1 Foreboding (Blessing 1)Psyker and unit gain Counterattack and can fire Overwatch at full BS.

2 Forewarning (Blessing 1, 12”)Target gains a 4+ invulnerable save.

3 Perfect Timing (Blessing 1)Psyker and unit gain Ignore Cover.

4 Precognition (Blessing 1)Psyker can re-roll failed To Hit, To Wound and saving throws.

5 Misfortune (Malediction 2, 24”)All attacks that hit the target have the Rending special rule.

6 Scrier’s Gaze (Blessing 2)Targets the Psyker. You may re-roll Reserves, Outflank and Mysterious Objectives. If using Tactical Objectives, you can immediately discard one and draw a new one.

P Banishment (Malediction 1, 24”)Target has -1 to invulnerable saves, to a minimum of 6+.

1 Gate of Infinity (Blessing 1)Psyker is removed and Deep Strikes.

2 Hammerhand (Blessing 1)Psyker and unit have +2S.

3 Sanctuary (Blessing 1)Psyker and unit have +1 to invulnerable saves. Daemons within 12” treat all terrain as difficult.

4 Purge Soul (Focus Witchfire 1, 24”)Target and Psyker roll D6 and add Ld. If the Psyker is higher, the target suffers a wound. No armour or cover saves.

5 Cleansing Flame (Nova 2)R9” S5 AP4 Assault 2d6, Ignores Cover, Soul Blaze.

6 Vortex of Doom (Witchfire 3)R12” SD AP1 Assault 1, Blast, VortexIf the psychic test is failed, psyker suffers a Perils of the Warp.

P Summoning (Conjuration 3, 12”)May conjure 10x Bloodletters, 10x Daemonettes, 10x Plaguebearers, 10x Horrors, 5x Flesh Hounds, 3x Flamers, 3x Nurgling Swarms or 5x Seekers.

1 Cursed Earth (Blessing 1)Daemons within 12” of psyker have +1 invulnerable save and will nor scatter when arriving via Deep Strike.

2 Dark Flame (Witchfire 1)Template S4 AP5 Assault 1, Soul Blaze, Torrent.

3 Infernal Gaze (Beam 1)R18” S3 AP4 Assault 1, Armourbane, Fleshbane

4 Sacrifice (Conjuration 1, 12”)May conjure 1x Herald with up to 30pts of upgrades. One friendly model within 6” of psyker suffers a wound with no saves allowed.

5 Incursion (Conjuration 3, 12”)May conjure 3x Bloodcrushers, 3x Screamers, 3x Plague Drones or 3x Fiends.

6 Possession (Conjuration 3, 6”)May conjure 1x Greater Daemon. Psyker (or psychic unit) is removed as a casualty. If the psychic test is failed, psyker suffers a Perils of the Warp.

Force (Blessing 1)Any weapons in the unit with Force gain Instant Death.

Type S AP Type

Force sword U 3 Melee, Force

Force axe +1 2 Melee, Force, Unwieldy

Force stave +2 4 Melee, Force, Concuss.

- Unusual force weapons are AP3 Melee weapons with their own additional rules.

P Flame Breath (Witchfire 1)Template S5 AP4 Assault 1 Soul Blaze.

1 Fiery Form (Blessing 1)Psyker gains 4+ invulnerable save and Soul Blaze in CC. Re-rolls failed To Wound rolls with other Pyromancy powers.

2 Fire Shield (Blessing 1, 24”)Target has 4+ cover save and enemy units within 6” treat all terrain as dangerous.

3 Spontaneous Combustion (Focus Witchfire 1, 18”)Target model suffers S6 AP3 hit with Soul Blaze. If slain, centre a Blast over him. Hit models suffer a S5 AP4 hit with Soul Blaze and Ignores Cover.

4 Sunburst (Nova 1)R9” S4 AP5 Assault 2d6, Ignores Cover, Soul Blaze.

5 Inferno (Witchfire 2)R24” S4 AP5 Assault 1, Ignores Cover, Large Blast, Soul Blaze.

6 Molten Beam (Witchfire 2)R12” S8 AP1 Assault 1 Melta.

P Assail (Beam 1)R18” S6 AP- Assault 1, Strikedown.

1 Crush (Focus Witchfire 1, 18”)Suffers a S2D6 APD6 hit. S11 or 12 automatically wounds or penetrates.

2 Objuration Mech (Malediction 1, 24”)Target’s weapons have Gets Hot and each vehicle in unit suffers a S1 Haywire hit.

3 Shockwave (Nova 1)R9” S4 AP- Assault 2d6, Pinning.

4 Levitation (Blessing 1)Unless Zooming, Swooping or locked, Psyker and unit make a 12” move, ignoring intervening models & terrain. If starts or ends in Difficult Terrain, count as Dangerous. Counts as having moved. Cannot Charge.

5 Telekine Dome (Blessing 2, 12”)Psyker and all models in 12” have a 5+ invulnerable save against shooting.

6 Psychic Maelstrom (Witchfire 2)R12” S10 AP1 Assault 1, Large Blast, Barrage.

P Tzeentch’s Firestorm (Witchfire 1)R24” SD6+1 AP- Assault 1, Blast.Every model removed inflicts D3 further hits at S3.

1/2 Boon of Mutation (Blessing 1, 2”)Friendly character takes S4 AP- hit, then rolls on the Chaos Boon table.

3/4 Doom Bolt (Beam 1)R18” S8 AP1 Assault 1. Vehicles roll 2D6 for the range of explosions.

5/6 Breath of Chaos (Witchfire 2)Template S1 AP2 Assault 1, Poisoned (4+), Vehicles are glanced on a 4+.

P Psychic Shriek (Witchfire 1, 18”)Target unit suffers 3d6-Ld wounds. No armour or cover saves.

1 Dominate (Malediction 1, 24”)Target must lass Ld test to shoot, move, Run, Charge, overwatch or manifest powers.

2 Mental Fortitude (Blessing 1, 24”)Target immediately regroups and gains Fearless.

3 Terrify (Malediction 1, 24”)Target has -1Ld, treats all enemies as having Fear, and must take a Morale check at the end of the Psychic phase.

4 Shrouding (Blessing 1)Psyker and friendly models within 6” gain Shrouded.

5 Invisibility (Blessing 2, 24”)Enemy units may only Snap Shot at the target and hit in CC on a 6.

6 Hallucination (Malediction 2, 24”)Roll D6 for the effect:1/2 - Unit must take Pinning Test3/4 - Unit has -1WS, BS, I & A5/6 - One random character in the unit suffers a S3 attack from every other model in the unit. No cover, and no allocating to other models. If no characters, treat as 3/4.

P Sensory Overload (Witchfire 1, 24”)R24” S4 AP4 Assault 4, Blind, Concussive, Pinning

1/2 Hysterical Frenzy (Blessing 1, 12”)Roll D3 for the effect:1 - +1 Initiative 2 - +1 Strength3 - +1 Attacks

3/4 Symphony of Pain (Malediction 1, 24”)Target has -1 WS and BS, and Sonic Weapon attacks are resolved at +1S.

5/6 Ecstatic Seizures (Witchfire 2, 24”)R24” AP- Assault 1. Every model in the unit takes a hit at it’s own Strength.

P Nurgle’s Rot (Nova 1, 6”)S2 AP5 Assault D6+1, Poisoned (4+)

1/2 Weapon Virus (Malediction 1, 24”)Enemy unit has Gets Hot on all ranged weapons.

3/4 Gift of Contagion (Malediction 1, 48”)Roll D3 for the effect:1 - -1 Attack, Shrouded 2 - -1 Strength, may not Run3 - -1 Strength, -1 Toughness

5/6 Plague Wind (Witchfire 2, 12”)R12” S1 AP2 Assault 1, Large Blast, Poisoned (4+)

Page 4: Warhammer 40k Reference sheets

SHOOTING PHASESHOOTING SEQUENCE (p30)

MOVING IN THE SHOOTING PHASE

SHOOTING TO HIT (p32)

TO WOUND

SHOOTING, MOVING & CHARGING

WEAPON TYPES

GENERAL SHOOTING PHASE RULES

SAVING THROWS

THROWING GRENADES (p180)

WEAPON TYPE SPECIAL RULES

DESTROYER ATTACK TABLE

VEHICLESVEHICLES SHOOTING

VEHICLE DAMAGE TABLE (p76)

FIRING FROM TRANSPORT VEHICLES

EFFECT OF DAMAGE ON PASSENGERS

CATASTROPHIC DAMAGE (p94)

VEHICLE UPGRADES (p98)

1 Nominate unit to shoot.

2 Choose a target.- All models in the unit must shoot at

the same target.

3 Select a weapon.- All models firing the selected weapon

shoot at the same time.- Non-vehicle, non-MC models may

only fire a single weapon.

4 Check range.- Every model that wishes to shoot

must be in range of a visible enemy model in the target unit.

5 Declare if Jinking.

6 Roll To Hit.

7 Roll To Wound.- Compare the weapon’s S to the

target’s T on the To Wound table.

8 Declare if Going to Ground.

9 Divide into Wound Pools.- If some wounds have different rules

(e.g Rending) divide into wound pools.

- All the wounds from a single pool must be allocated before moving to the next pool.

10 Allocate Wounds- Allocate a wound to the closest

model in the target unit. If two or more models are equally close, the owning player picks.

- Wounds can only be allocated to models in range of and visible by at least one firing model.

- Roll Look Out Sir! for characters.- The model may take a Saving Throw.- If reduced to 0 wounds, remove the

model as a casualty.- Allocate the next wound to the next

closest model.

11 Select another weapon (step 3)

Unit Type Distance Pg

Infantry, Artillery, Jump, Jetpack, MC, Beasts, Cavalry

Run D6”

FMC (Swooping) Run 2D6” 68

Walkers Run D6” 68

Bikes TB 12” 63

Jetbikes TB 24” 63

Eldar Jetbikes TB 36” 63

Heavy Vehicles - n/a 88

Fast Vehicles FO 12” 88

Fast Skimmers FO 18” 89

Flyers (Zooming) FO 12-24” 84

All other Vehicles FO 6” 72- Vehicles in squadrons declare individually

to move Flat Out. Everyone else declares by unit to Run/TB. Maintain coherency.

BS 1 2 3 4 5+

To Hit 6 5+ 4+ 3+ 2+

- If the model has a BS of 6 or more, and rolls a 1 to hit, they may re-roll with the following reduced chances.

- Only one re-roll is ever allowed per shot.

BS 6 7 8 9 10

Reroll 6 5+ 4+ 3+ 2+

S/T 1 2 3 4 5 6 7 8 9 10

1 4+ 5+ 6+ 6+ - - - - - -

2 3+ 4+ 5+ 6+ 6+ - - - - -

3 2+ 3+ 4+ 5+ 6+ 6+ - - - -

4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - -

5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - -

6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ -

7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+

8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+

9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+

10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+- If the target unit has multiple toughness

values, use the majority.

Type Effect of Moving Assault Pg

Assault No Effect Yes 41

Heavy Snap Shots only No 41

Ordnance Cannot shoot No 41

Pistol No Effect Yes 42

Rapid Fire No Effect No 42

Salvo Use Lower Value No 42

Primary No Effect Yes 42

Ordnance:- Cannot fire Snap Shots.- Can't fire other weapons that phase.

(Vehicles may snap shot)- Two dice to penetrate and pick highest.

Pistol:- Counts as a close combat weapon.- Any models with two pistols may fire both.

Rapid Fire:- May fire two shots within half range.

Salvo:- If moved, fires lower number at half range.- If still, fires greater number at full range.

Bombs:- All bombs are One Use Only.- Fired in the movement phase, but counts

as having fired one weapon that shooting phase, and may not move Flat Out.

- Firer must be Zooming or Swooping.- Nominate one unit the firer moved over,

place template and scatter D6”. - Casualties are removed as per Barrage

weapons.

Primary Weapon:- Roll two dice to penetrate, pick highest.

Snap Shots- Snap Shots are always at BS1.- Snap Shots may only be modified by things

that state that they affect Snap Shots.- Any shooting attack that does not use BS

cannot be a Snap Shot.- Template, Blast and Ordnance Weapons

cannot be Snap Shots.

Instant Death- An allocated wound has Instant Death if the

S value of the attack is double the T value of the model or more.

- If a model suffers an unsaved wound from an attack with Instant Death, it is immediately reduced to 0 Wounds and removed.

Going To Ground- Gains +1 cover save or 6+ if in the open.- Cannot move, Run or Charge.- Can only fire Snap Shots, cannot fire

Overwatch.- At the end of its following turn, it returns to

normal.- Vehicles cannot Go To Ground.- Monstrous Creatures cannot Go To Ground.

- Only one Saving Throw may be taken.- No save may be improved beyond 2+.

Armour Saves- Shown on the model’s stat line.- May be ignored by weapons with an AP

value equal to or less than it.

Invulnerable Saves- The AP value of attacking weapons has no

effect on invulnerable saves.

Cover Saves- If the model to which a wound is allocated

is at least 25% obscured from the view of at least one firing model, it gets a cover save.

- Cover saves are 5+ unless otherwise stated.

- Models can always shoot through members of their own unit without conferring a save.

- Intervening Models: If the model is partially obscured by intervening models from a third unit, it gets a 5+ cover save.

- Obscured vehicles have cover if 25% of the facing is obscured. If multiple facings are being targeted, use multiple cover values. Simply being in ‘area’ terrain doesn’t count. Default cover save is 5+.

- Other Facings: If the firing unit cannot see their correct facing AT ALL, they may target another facing but at +1 cover.

Type S AP Type

Assault 3 - Assault 1, Blast

Plasma 4 4 Assault 1, Blast

Defensive 1 - Assault 1, Blast, Blind

Haywire 2 - Assault 1, Haywire

Krak 6 4 Assault 1

Melta - - Cannot be thrown.

- One model in a unit may throw a grenade 8” instead of shooting another weapon.

Blast:- Do not roll To Hit - instead place 3” Blast

with its hole over a target model’s base/hull, and within range.

- Blast scatters 2D6-BS”.- Models fully or partially under the marker

are hit, even if out of LOS.- Re-rolls must roll both Scatter and 2D6.- Cannot be fired as Snap Shots- Large Blast uses the 5” marker.- Massive Blast uses the 7” marker.- Apocalyptic Blast uses the 10” marker.- Apocalyptic Megablast uses the 10”

marker with different strengths for 5”, 7” and 10”.

Barrage:- As Blast, but cover and allocation is

determined from the centre of the marker.- Vehicle hits are resolved against the side.- Can fire indirectly at targets out of LOS. In

this case, scatter is a full 2D6”.- Multiple Barrage: Fire the closest

weapon first and determine location. Roll a scatter for each additional shot and place it touching the first marker in the correct direction. If a ‘Hit’ is rolled, place it anywhere touching a current marker.

- Apocalyptic Barrage: Using the marker, scatter the middle circle as normal. For each additional shot the weapon has, roll to see which circle it lands in.

Co-Axial:- Must be fired at the same target as the

main weapon.- Fire the Co-Axial weapon first. If it hits at

least once, the main weapon may re-roll failed To Hit rolls.

Destroyer:- Roll To Hit as normal, then roll on the

table instead of To Wound.- Assume S10 for Instant Death.- Multiple wounds/hull points do not carry

over to other models in the unit.

Template:- Every model touched by the template is

automatically hit.- Template must cover as many enemy

models in target unit as possible, but may not cover any friendly models at all. Never hits the model firing it.

- Has Ignores Cover- Wall of Death: Cannot Snap Shop, but

may still fire Overwatch. Auto D3 hits.- No Escape: If template touches an open-

topped vehicle or building, D6 hits are resolved on the embarked unit as well as any on the vehicle/building.

Torrent:- As Template, but the narrow end can be

placed up to 12” away and the wide end no closer than the narrow end.

D6 Vehicle/Building Non-vehicle

1 Unharmed Unharmed

2-5 Penetrate D3 HP. Auto D3 wounds.

6 Penetrate D6+6 HP. No saves at all.

Auto D6+6 wnds. No saves at all.

Type Still Combat Cruising Pg

Walker All All n/a 90

Fast All All 2 88

Heavy All All n/a 88

Flyer (Zoom)

- 4 4 84

Other All 1 0 72

- Table lists number of weapons that can be fired at full BS - any other weapons can only fire Snap Shots.

- All vehicles have Relentless.- LoS is checked along barrel of weapon and

range from its muzzle.- Hull mounted weapons have a 45º arc

(22.5º both vertically & horizontally).- Vehicles can move and fire with Ordnance

weapons, but all other weapons Snap Fire.

1-3 Crew Shaken:- Vehicle can only fire Snap Shots until

the end of its next turn.

4 Crew Stunned:- As Shaken, plus cannot move/pivot. - Zooming Flyers must move 18” next

turn and cannot turn.

5 Weapon Destroyed:- One random weapon is destroyed. - Includes upgrade weapons. - Does not include out of ammunition

weapons. - If no weapons, count as Immobilised.

6 Immobilised:- Cannot move or pivot any more.- Chariots count as Crew Stunned.- Zooming Flyers must roll 3+ to count

as Crew Stunned, otherwise Crash and Burn.

- Additional Immobilised results remove a Hull Point.

7+ Explodes:- Vehicle is destroyed.- Nearby units suffer S4AP- for each

model within D6” of the hull.- Remove the model.- Zooming Flyers will Crash and Burn.

- All glancing/penetrating hits remove 1 HP. If a vehicle is reduced to 0HP, it is Wrecked. Wrecked Vehicles stay in place, as Difficult Terrain.

- Unless an effect states it removes a HP, it does not.

- Allocate hits rather than wounds to Vehicle Squadrons, starting with the closest, until that vehicle is Wrecked or Explodes.

- If a member of a Vehicle Squadron is Immobilised, the squadron may abandon it by moving out of coherency. Treat them as two separate units from then on.

- AP2 weapons gain +1 to this table.- AP1 weapons gain +2 to this table.- Crash and Burn: Scatter a large blast

marker 2D6” from the centre of the flyer. Units suffer S6AP- hits equal to number of models under the marker. Remove the Flyer from the battlefield.

Speed Moved Effect on Passengers

Stationary No Effect

Combat Speed Count as having moved

Cruising Speed Snap Shots only

Flat Out Cannot shoot- One model may fire from each Fire Point.- Ranges and LoS are measured from the

Fire Point.- Beams or Templates won’t hit the vehicle!- Passengers may shoot different targets to

the vehicle itself.

Damage Effect on Passengers

Shaken, Stunned, Wpn Destroyed, Immobilised.

Pass a Ld check or can only fire Snap Shots in the

following turn.

Wrecked Disembark 3”, Pinning test

Wrecked (Zooming Flyer - Crash and Burn!)

S10AP2 hits equal to models in the unit, placed

where flyer used to be, Pinning test.

Explodes S4AP- hits equal to models in the unit, placed where vehicle used to be,

Pinning test.

Catastrophic Damage

S10AP2 hits equal to models in the unit, placed where vehicle used to be,

Pinning test.- If any models can’t disembark, even by

Emergency Disembarkation, they are casualties.

D6 Result S AP

1 Explosion D/4/2 2/4/6

2-3 Devastating Exp D/8/4 2/3/5

4-6 Titanic Exp D/10/5 2/3/4- Roll on this table immediately after a

Super-heavy loses its last Hull Point.- Remove the model, centre Apocalyptic

Megablast marker over it, and roll Scatter.

Dozer Blade:- Treat front armour as +1 when ramming.- Re-roll Dangerous Terrain tests.

Extra Armour:- Counts Stunned as Shaken.

Hunter-killer Missile- R:Infinite S8 AP3 Heavy 1, One Use Only

Searchlight:- After shooting, may illuminate one enemy

it shot at.- If does so, it illuminates itself.- Illuminated = no benefit from Night

Fighting until the end of following turn.

Smoke Launchers:- Use once per game, instead of shooting

or moving Flat Out.- Counts as Obscured in the next enemy

shooting phase (5+)- Can be fired if Shaken or Stunned.

Page 5: Warhammer 40k Reference sheets

ASSAULT PHASECharge SUB-PHASE (p45)

FIGHT SUB-PHASE (p48) DETERMINING ASSAULT RESULTS (p52)

MULTIPLE COMBATS (p54)

GENERAL ASSAULT PHASE RULES

ASSAULT TO HIT

TO WOUND

COMMON CLOSE COMBAT WEAPONS

STOMP ATTACKS (p96)

GRENADES IN ASSAULT

CHARACTERSGENERAL CHARACTER RULES

INDEPENDENT CHARACTERS (p166)

CHALLENGES (p101)

1 Nominate a unit and pick a unit to Charge.- Cannot declare a Charge against a

unit it cannot reach, or cannot see.- If the unit fired in the Shooting phase,

it can only Charge that unit.- If Shooting destroys a transport, a

Charge may be declared against the passengers.

2 Resolve Overwatch.- All shots are Snap Shots. Weapons

that cannot Snap Shot cannot fire.- Vehicles cannot fire Overwatch, but

embarked units can.- Overwatch can’t cause Morale or

Pinning tests.- A unit being Charged may only fire

Overwatch once per turn.- A unit may not fire if Locked in CC.

3 Roll Charge range.- Standard range is 2D6”.- -2” for any model that Charges

through Difficult Terrain.- Dangerous Terrain still causes

checks.- Failed Charge: If the range is not

enough, no models are moved.

4 Move initial charging model.- Move the closest charging model

first, into the nearest enemy model by the shortest possible route.

- If killed by Dangerous Terrain, pick another initial Charger.

5 Move the rest of the unit in any order.- A charging model must end in

coherency with a model that has already moved.

- If possible, must move into base contact with an unengaged enemy.

- If not, then in contact with an engaged enemy.

- If not, then in 2” of an engaged friendly (6” vertical)

- If not, then just stay within coherency.

6 Choose another charging unit.- Once all units have Charged, move

on to Fight Sub-Phase.

1 Choose a combat.- Player whose turn it is chooses order.

2 Issue Challenges (see Characters)

2 Choose highest Initiative step.- Starting from 10 and working down.- Skip a step if no models have that I- All models that Charged through

Difficult Terrain are at I1, unless they are charging a unit that has gone to ground or was already locked.

3 Pile in.- Models in this I step pile in 3”- First models pile in to get in base

contact.- Then models pile in to get within 2” of

an engaged model (6” vertical).- Then everyone else piles in.- The player whose turn it is piles in

first.- Anyone who is in base contact with

an enemy model or within 2” of a friendly model who is (6” vertical) is engaged and can fight.

4 Determine number of attacks.- Models in this I step have a number

of Attacks equal to their A value.- +1 for charging.- +1 for having two Melee/Pistol

weapons.

5 Roll To Hit.- Use average WS of target unit.

6 Roll To Wound.

7 Divide into Wound Pools.- If some wounds have different rules

or stats divide into wound pools.- All the wounds from a single pool

must be allocated before moving on.

8 Allocate Wounds.- Wounds must be allocated to enemy

models in base contact with a model attacking at that initiative step.

- If there are no models left in base contact, allocate to the closest model.

- Roll Look Out Sir! for characters.- The model may take a Saving Throw.- If reduced to 0 wounds, remove.

9 Fight next Initiative step.- Once all models have fought, move

on to Determining Assault Results.

1 Determine assault results.- The side that caused the most

Wounds is the winner.- If both sides suffer the same, draw.- Wounds in excess of a models W

characteristic don’t count.

2 Loser takes Morale check.- -1 Ld for each Wound they lost the

combat by.- If they fail, they Fall Back- Our Weapons Are Useless: If

locked in combat with an enemy it can’t hurt, a unit may choose to fail this check.

3 Winner must Sweeping Advance.- Roll D6 and add Initiative.- If the winner is higher or scores are

equal, the losing unit is wiped out.- If the loser is higher, it Falls Back.- Winning units that are still locked in

combat cannot Sweeping Advance.

4 End of combat Pile In.- If the combat is still going, all models

Pile In.- The player whose turn it is goes first.

5 Consolidate.- If the winning unit is now unengaged,

it may consolidate d6”- Difficult Terrain has no effect, but

Dangerous Terrain does.

6 Choose another combat and go back to Fight Sub-Phase.

Multiple Charges- Choose a Primary and Secondary target.- If the unit shot, the same target must be the

Primary.- A unit declaring this is making a Disordered

Charge, even if it ends up with no models touching the Secondary.

- Both Charged units may fire Overwatch.- Initial Charge is the closest model to the

Primary target.- All other models must attempt to get in

base contact with the Primary. If they can’t, then they may go into base contact with the Secondary.

Charging into a Multiple Combat- If charging two units already locked, the I

penalty for Difficult Terrain does not apply.

Fighting Multiple Combats- A model engaged with only one enemy unit

must strike that unit.- A model engaged with two or more may

split its attacks freely between them before rolling To Hit.

Assault Results- Total the number of Wounds inflicted per

side.- Every unit on the losing side must take a

Morale check with the same penalty.- If all the losing units fail or are destroyed, all

the winning units may Sweeping Advance.

Locked in combat- If a unit has one or more models in base

contact with an enemy, the unit is locked in combat.

- Locked units cannot move, Run, shoot or fire Overwatch if Charged.

- Other units cannot shoot at Locked units.- Blast markers and templates may not be

deliberately placed to hit locked models, but may scatter onto them.

- Locked models do not take Morale or Pinning checks caused by shooting and cannot go to ground.

Disordered Charges- Does not gain the +1A bonus for charging.

Assaulting Vehicles- All vehicles are WS1(except Walkers and

Chariots). Immobilised vehicles are WS0.- All hits are resolved against rear armour.- Vehicles cannot Charge, Pile In,

consolidate, sweeping advance, or be locked in combat (except Walkers and Chariots).

- For combat results, count a Glancing hit as 1 wound, and a Penetrating hit as 2.

- If a vehicle loses the combat/destroyed, there are no sweeping advances, pile ins or consolidations.

- Vehicles never take Morale or Ld checks.- Against Vehicle Squadrons, allocate hits

instead of wounds as per shooting.

WS 1 2 3 4 5 6 7 8 9 10

1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+

2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+

3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+

4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+

5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+

6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+

7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+

8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+

9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+

10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+- Attacker WS on the left, Defender on top.- If Defender has WS0 it’s an automatic hit.

S/T 1 2 3 4 5 6 7 8 9 10

1 4+ 5+ 6+ 6+ - - - - - -

2 3+ 4+ 5+ 6+ 6+ - - - - -

3 2+ 3+ 4+ 5+ 6+ 6+ - - - -

4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - -

5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - -

6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ -

7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+

8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+

9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+

10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+- If the target unit has multiple toughness

values, use the majority.

Weapon S AP Type

Chainfist x2 2 Armourbane, Unwieldy,

Specialist Weapon

Dread CCW x2 2 -

Eviscerator x2 2 Armourbane, Unwieldy, Two-

handed

Hvy Chainsword +2 5 Two-handed

Lightning Claw U 3 Shread, Specialist Weapon

Power Axe +1 2 Unwieldy

Power Fist x2 2 Unwieldy, Specialist Weapon

Power Lance +1 3 (on charge)

U 4 (after charge)

Power Maul +2 4 Concussive

Power Sword U 3 -

Thunder Hammer

x2 2 Concussive, Unwieldy,

Specialist Weapon

Witchblade U - Armourbane, Fleshbane

- All weapons have the Melee type.

D6 Non-vehicle Vehicle

1 Unharmed Unharmed

2-5 Each model under the marker suffers S6AP4 hit.

One vehicle under the marker suffers a penetrating hit

(Stomper chooses)

6 Each model under the marker removed.

One vehicle scatters D6” and then

Explodes.- A Stomp Attack is at I1 and in addition to

any other attacks the model has.- D3 Stomps. The first stomp must be

touching the walker. Every other marker must be partially within 3” of the previous.

- Resolve Stomps one at a time.- Buildings, Flyers, Swooping FMCs,

Gargantuan Creatures and Super-heavies cannot be Stomped.

Type S AP Type

Plasma 4 4

Haywire 2 - Haywire

Krak 6 4

Melta 8 1 Armourbane, Unwieldy- Grenades can only be used against

Vehicles, buildings, Gun Emplacements and Monstrous Creatures.

- Any model may use a grenade as a Melee weapon, but only gets 1 Attack.

- Models with Assault/Plasma grenades don't suffer the I penalty when charging through Difficult Terrain.

- If charging a unit with Defensive grenades, the Chargers lose the +1A bonus, unless the unit is locked or gone to ground.

Characters in Assault- When it is the character’s turn to Pile In,

they must move before other models at the same I step.

Look Out, Sir!- When a wound is allocated to a character, it

may be reallocated the closest a model in the same unit within 6” on a 4+.

- A wound can be reallocated only once.- In a unit of characters, this can be

reallocated to other characters.- Cannot be used in a challenge.

Joining Units- Must be within 2” coherency of a unit to join

it at the end of the Movement phase. Once joined, the unit may move no further.

- Must stay 2” away from units if it is not joining them.

- May not join units who are in Reserves, Locked or Falling Back.

- May not join units containing MCs.

Leaving Units- May leave by moving out of coherency.- May not leave units who are Falling Back,

in Reserves, Locked, or Gone to Ground.

Other effects- ICs pass Look Out Sir rolls on a 2+.- Units with an IC test to Regroup as if it had

25% remaining.- ICs without Infiltrate cannot join Infiltrating

units during deployment.- ICs who leave units still suffer ongoing

effects - ICs who joint units do not suddenly gain them.

Issuing Challenges- Player whose turn it is may nominate a

character to issue a challenge first.- Enemy may accept with any character.- If he refuses, the challenger may pick an

enemy character to not fight this phase. His unit cannot use his Ld this phase.

- Units of one character cannot refuse.

Fighting Challenges- Once accepted, move the two characters

into base contact, or swap them with other models in base contact.

- The characters and the swapped models cannot Pile In this turn.

- Characters only fight each other, and may only allocate wounds to each other.

- No other model may allocate wounds to the characters until there is nobody else left to allocate the wounds to (even if the challenger has already slain his opponent).

- Look Out Sir may not be used.

Ending Challenges- Once one challenger is slain, any excess

wounds can be allocated to his unit.- If both survive, the challenge continues.- Glorious Intervention: After the first

round, another character may swap places with a friendly challenger by passing I test. (May only happen in that character’s turn)

CHARGE DISTANCES (p201)

Unit Type Charge Effect of Difficult Terrain on Charge Page

Infantry 2D6” -2”

Jump (using) 2D6”, RR -2”, Dangerous T if starts or ends the move in Difficult T 65

Jump (not using) 2D6” -2” 65

Beasts 2D6” No Effect 67

Cavalry 2D6” Dangerous Terrain test 67

Bikes 2D6” Dangerous Terrain test 63

Jetbikes 2D6” Dangerous T if starts or ends the move in Difficult T 63

MC 2D6” No Effect 67

Artillery 2D6” -2” 64

Jet Pack (using) 2D6” Dangerous T if starts or ends the move in Difficult T 66

Jet Pack (not using) 2D6” -2" 66

Chariots 2D6” Dangerous Terrain test 86

Walkers 2D6” -2" 90

Page 6: Warhammer 40k Reference sheets

UNIT TYPESARTILLERY (p64)

BEASTS (p67)

CAVALRY (p67)

BIKES (p63)

JUMP UNITS (p65)

JETBIKES (p63)

JETPACK UNITS (p66)

MONSTROUS CREATURES (p67)

FLYING MONSTROUS CREATURES (p68)

GARGANTUAN CREATURES (p70)

OPEN-TOPPED VEHICLES (p88)

HEAVY VEHICLES (p88)

FAST VEHICLES (p88)

SKIMMERS (p89)

SUPER-HEAVY WALKERS (p96)

FLYERS (p84)

WALKERS (p90)

SUPER-HEAVY FLYERS (p97)

CHARIOTS (p86)

SUPER-HEAVY VEHICLES (p94)

The Gun:- The gun is a T7 W2 Sv3+ model. - If all the crew are killed, remove the guns.- You may never reallocate Look Out Sir

wounds to gun models.- Ignore the guns for the purposes of

Morale. One crewman per gun is required to Fall Back - any guns without crew are abandoned. Artillery units always lose Sweeping Advances.

Movement:- Must have one crewman per gun to move.

Shooting:- One crewman within 2” of the gun can fire

it instead of his weapon. Gun and crewman must both have LoS. Range is measured from the gun muzzle.

- Only the crew can benefit from Going To Ground.

Assault:- As long as there are gun models, the unit

cannot Charge. Only the crew can Overwatch. No wounds may be allocated to the guns.

Movement:- May move up to 12” in Movement Phase,

and Fall Back 3D6”. - Not slowed by Difficult Terrain, and auto-

pass Dangerous Terrain tests.

Special Rules:- Fleet.

Movement:- May move up to 12” in Movement Phase,

and Fall Back 3D6”. - Not slowed by Difficult Terrain, but treat it

as Dangerous Terrain (also in Assault).

Special Rules:- Fleet, Hammer of Wrath.

Movement:- May move up to 12” in Movement Phase,

and Fall Back 3D6”. - Not slowed by Difficult Terrain, but treat it

as Dangerous Terrain (also in Assault).- Bikes can turbo-boost 12” but cannot

shoot, Charge or execute any voluntary action afterwards.until the end of the turn.

Shooting:- May fire one weapon for each rider model.

Armoured Steed:- Bikes have +1T. Usually, this is included in

their profile.- Cannot be Pinned or Go To Ground.

Special Rules:- Jink, Hammer of Wrath, Relentless, Very

Bulky.

Jump Pack:- May choose to jump in either the

Movement or Assault phase, but not both.

Movement:- If uses Jump Pack in the Movement

phase, may move up to 12”, and Fall Back 3D6”.

- May move over all models and terrain freely, but takes a Dangerous Terrain test if begins or ends the move in Difficult Terrain.

- May be placed on Impassable Terrain if the model can balance, but counts as Dangerous.

Assault:- If Jumps into assault, it can re-roll the

Charge range and gains Hammer of Wrath.

Special Rules:- Deep Strike, Bulky.

Movement:- May move up to 12” in Movement Phase,

and Fall Back 3D6”. - May move over all models and terrain

freely, but takes a Dangerous Terrain test if begins or ends the move in Difficult Terrain.

- May be placed on Impassable Terrain if the model can balance, but counts as Dangerous.

- Jetbikes can turbo-boost 24” but cannot shoot, Charge or execute any voluntary action afterwards.until the end of the turn.

Shooting:- May fire one weapon for each rider model.

Armoured Steed:- Jetbikes have +1T. Usually, this is

included in their profile.- Cannot be Pinned or Go To Ground.

Special Rules:- Jink, Hammer of Wrath, Relentless, Very

Bulky.

Eldar Jetbikes:- May turbo-boost 36”. If they do not, they

may move 2d6” in the assault phase, even if they have shot or arrived from Deep Strike that turn, treating terrain as they do in the Movement phase.

Jet Pack:- May always choose to use their Jet Pack

or move as normal models of their type.

Movement:- May move over all models and terrain

freely, but takes a Dangerous Terrain test if begins or ends the move in Difficult Terrain.

- May be placed on Impassable Terrain if the model can balance, but counts as Dangerous.

Assault:- Instead of charging, may make a Thrust

move 2D6”, even if they have shot or arrived from Deep Strike that turn, treating terrain as they do in the Movement phase.

Special Rules:- Deep Strike, Bulky, Relentless.

Shooting:- May fire two weapons in the shooting

phase.- May never Go to Ground.

Special Rules:- Fear, Hammer of Wrath, Move Through

Cover, Relentless, Smash.

Flight Mode:- Can choose to Glide (count as Jump MC)

or Swoop (use these rules). - When deployed on the table, it’s Gliding. - If arriving from Deep Strike, it’s Swooping. - If arriving from reserves, declare which. - Cannot Charge the turn it changes mode.

Movement:- Must move 12” and can move up to 24”- May make a single 90º pivot at the start.- May move over terrain as a Jump MC,

and never takes Dangerous Terrain tests.- Models that can fit can move under it, and

vice versa, but bases must always stay 1” apart.

- If it leaves the board, enters Ongoing Reserves. Can’t do this the turn it arrives.

Shooting:- May fire two weapons in the shooting

phase, with their usual 360 arc.- May elect to use Skyfire each phase.- Enemy units may only fire Snap Shots.- May Run 2d6” straight forwards.

Grounded:- If it takes an unsaved Wound in any

phase, must take a Grounded test at the end of the Phase.

- Roll D6 - on a 1 or 2, it crashes and suffers a S9 hit, no armour/cover saves.

- Grounded creatures are now Gliding, lose their Jink save and cannot Jink this turn.

Assault:- Can never Charge or be Charged.- Can never Fall Back.- Can never be Tank Shocked.

Special Rules:- Fear, Hammer of Wrath, Move Through

Cover, Relentless, Smash, Jink, Vector Strike.

Monstrous:- Gargantuan Creatures use all the rules for

MCs or FMCs with these additions.

Movement:- Gargantuan Creatures may move 12”.

Shooting:- May fire all weapons at different targets.- Firing Ordnance weapons has no effect

on their ability to fire other weapons.- May not fire Overwatch.

Special Rules:- Fear, Fearless, Feel no Pain, Hammer of

Wrath, Move Through Cover, Relentless, Smash, Strikedown, Vector Strike (FGC).

- May make Stomp attacks as Super Heavy Walkers.

- Attacks with Sniper or Poisoned only wound on a 6 (unless S is high).

- Attacks that inflict Instant Death or remove a model inflict D3 wounds.

Shooting:- All passengers may shoot, measuring

range and LoS from any point on the hull.

Special Rules:- Assault Vehicle- +1 to any rolls on it’s Damage Table.

Movement:- Cannot move faster than Combat Speed.- Cannot move Flat Out.

Shooting:- Always counts as stationary.

Movement:- May move 12” when moving Flat Out.

Shooting:- Can fire all weapons at full BS when

moving at Combat speed, and two when Cruising.

Movement:- May move over friendly or enemy models,

but cannot end their move over either. If forced to, move it the minimum distance out of the way.

- May move over all models and terrain freely, but takes a Dangerous Terrain test if begins or ends the move in Difficult Terrain.

- May be placed on Impassable Terrain if the model can balance, but counts as Dangerous.

- Fast Skimmers can move Flat Out 18”

Measuring:- The base of a skimmer is ignored unless it

is being Charged or Rammed, in which case models may move in contact with its hull, its base, or both.

Damage:- If a skimmer is Immobilised or Wrecked,

remove the base if possible.

Special Rules:- Jink (unless it’s also Heavy).

Unit Type:- Treat as Walkers which use Super-heavy

rules for Shooting, Damage & Transport.

Movement:- May move 12” in the Movement phase.- May not fire Overwatch.

Assault:- May make Stomp attacks.

Special Rules:- Fear, Hammer of Wrath, Move Through

Cover, Relentless, Strikedown, Smash, Invincible Behemoth.

Flight Mode:- Must Zoom (use these rules) unless it has

Hover (use rules for Fast Skimmers).- Must declare mode before moving or

before models disembark.- If arriving from reserves, declare which.

Movement:- Combat Speed is exactly 18”. If forced to

move less, it is Wrecked.- Cruising Speed is up to 36”.- May make a single 90º pivot at the start.- May move over terrain as a Skimmer, and

never takes Dangerous Terrain tests.- Models that can fit can move under it, and

vice versa, but bases must always stay 1” apart.

- Models cannot disembark or embark a Zooming flyer.

- If it leaves the board, enters Ongoing Reserves. Can’t do this the turn it arrives.

Shooting:- May fire four weapons, at full BS.- May elect to use Skyfire each phase.- Enemy units may only fire Snap Shots.- May move Flat Out straight forwards

between 12” and 24”.

Assault:- Can never be Charged.- Can never be Tank Shocked or Rammed.

Special Rules:- Jink.- Aerial Support: Must begin the game in

reserves.- May only be repaired by embarked unit.

Movement:- Use the rules for Infantry.- May Run, Charge and be Locked.- If fails a Dangerous Terrain test, a Walker

is Immobilised.

Shooting:- Walkers cannot Run if Stunned or

Immobilised.- Can move and fire all weapons.- May fire Overwatch, even if the enemy is

not in their current weapon arc (unless Immobilised).

Assault:- Hits against Walkers are always against

front armour unless it is Immobilised.- If armed with 2+ Melee weapons it gets

+1A for each weapon after the first. If a weapon is destroyed, it loses the attack.

- May sweeping advance, pile in and consolidate unless they are Stunned or Immobilised.

- -1A if Stunned or Immobilised. Shaken has no effect.

Special Rules:- Hammer of Wrath.

Unit Type:- Treat as Flyers which use Super-heavy

rules for Shooting, Damage & Transport.

Damage:- Does not suffer Crash and Burn - treat as

Catastrophic Damage instead.

Special Rules:- Fear, Invincible Behemoth.

The Chariot:- Riders cannot disembark from chariots. - If either the rider or the chariot are

destroyed, the whole model is removed.- Additional crew and beasts are ignored.

Shooting:- Chariot and rider use their own BS.- Must both target the same unit.- Rider always counts as stationary.- The controlling player may allocate hits to

either the rider or the chariot, unless it is a Precision Shot.

- Blast and Template weapons are always allocated to the chariot.

- Rider may fire Overwatch.

Assault:- May Charge and be Locked in combat. - May sweeping advance, pile in and

consolidate unless they are Stunned.- Chariots must take a Dangerous Terrain

test when charging through Difficult Terrain.

- Skimmer Chariots must take a Dangerous Terrain test if they start or end their Charge move in Difficult Terrain.

- Chariots that fail a Dangerous Terrain test take a glancing hit.

- A model must declare if attacking the rider or chariot and all attacks must be directed at the same thing.

- Always use the rider’s WS- Grenades may be used to attack the

chariot.- Hits against the chariot are against front

armour.

Damage:- Chariots treat Immobilised results as

Stunned.

Special Rules:- Hammer of Wrath (D6 S6AP- hits).- Rider has Fearless and Relentless.

Movement:- May never use Jink.- When Tank Shocking, use the

Thunderblitz table unless the enemy is a Super-heavy or Gargantuan Creature.

- May transport multiple units.

Shooting:- May fire all weapons at different targets.- Firing Ordnance weapons has no effect

on their ability to fire other weapons.- Always counts as stationary.

Damage:- Any effects from Shaken, Stunned,

Immobilised or Weapon Destroyed are ignored (they still lose the HP).

- Immediately after losing its last HP, it suffers Catastrophic Damage.

Special Rules:- Fear, Move Through Cover- Invincible Behemoth: Any effect that

Explodes or removes from play the vehicle loses D3 HP instead. Attacks that permanently lower the AV have no effect.

Page 7: Warhammer 40k Reference sheets

SPECIAL RULESRule Effect

Acute Senses (C) - If the unit arrives on a random table edge, you may re-roll the dice to determine the edge.

Adamantium Will (C) - +1 bonus to Deny the Witch rolls.

And They Shall Know No Fear (C)

- The unit automatically passes Fear and Regroup tests.- When regrouping, can act normally that turn.- If caught by Sweeping Advance, are not destroyed but locked instead.

Air-to-Air - This weapon may only be used against Flyers or Fast Skimmers.

Agile - +1 to Jink cover saves.

Assault Vehicle - Passengers disembarking can Charge, unless they arrived from reserve.

Armourbane - Rolls an additional D6 for armour penetration.- Counts in assault if the model OR weapon has the rule. In Shooting, the

weapon must have the rule.

Blind - A unit hit must take an I test at the end of the phase. If failed, it is WS1 and BS1 until the end of its next turn.

- The attacking unit cannot be affected.

Brotherhood of Psykers (C)

- Unit is a Psyker with a default Mastery of 1.- Can use any model with this rule to measure LoS, range or statistics.- If suffers Perils of the Warp or attacks that target psykers, randomise.

Bulky - Counts as two models for the purposes of Transport Capacity.- Very Bulky counts as three models.- Extremely Bulky counts as four models.

Concussive - A model that suffers an unsaved wound is reduced to Initiative 1 until the end of the next assault phase.

Counter-attack (C) - When Charged, every model with this rule gets +1A unless they were already locked in combat.

Crusader (C) - Unit rolls an extra dice when making Run moves, and picks the highest.- Unit may add D3 to its Sweeping Advance totals.

Daemon - Models have a 5+ invulnerable save and cause Fear.

Deep Strike - May arrive from reserve via Deep Strike - see Reserves section- Cannot be conferred to transport vehicles, though transports with Deep

Strike do not lose it if the embarked unit does not have it.

Eternal Warrior - Instant Death only reduces this model’s wounds by 1.

Fear - At the start of the Fight phase, a unit in contact with a model that causes Fear must take a Ld test. If failed, it is WS1 that phase.

- Models causing Fear are not immune to Fear. Both units check.

Fearless (C) - Unit automatically passes Fear, Pinning, Regroup and Morale checks.- Unit cannot Go to Ground and cannot use Our Weapons Are Useless.

Feel no Pain - May make a FnP roll to avoid each wound (default 5+).- Does not work against Destroyer or Instant Death wounds.

Fleet - A unit composed entirely of models with this can re-roll one or more of the dice when rolling for Run or Charge ranges.

Fleshbane - Always wounds on a 2+.- Counts in assault if the model OR weapon has the rule. In Shooting, the

weapon must have the rule.

Furious Charge - If model Charges, it has +1S until the end of the phase. - Cannot be used if the model makes a Disordered Charge.

Gets Hot - If To Hit roll is 1, model takes a wound with no Look out Sir / cover save.- For weapons with no To Hit, roll D6 before firing: 1 causes Gets Hot.- For re-rolls, only counts if the re-roll is a 1.- If vehicles Get Hot, they suffer a glance on a D6 roll of 1, 2 or 3.

Graviton - The roll To Wound is always equal to the target’s armour save (min 6+).- When firing against a vehicle, roll a D6. On a roll of a 6, the target is

Immobilised and loses a Hull Point. This has no effect on buildings.

Hammer of Wrath - If the model Charges into base contact, it makes a single attack at base S at I10. This attack does not benefit from other special rules.

Hatred - Re-roll all failed To Hit rolls in the first round of assault.

Haywire - Instead of rolling for AP, roll a D6. - 1: No effect, 2-5: Glancing hit, 6: Penetrating hit

Rule Effect

Hit & Run (C) - Unit may leave combat at the end of an Assault phase by passing I test.- If passed, choose a direction, then roll 3D6. If sufficient to move more

than 1” away from every enemy, the unit breaks away.- The other unit may only consolidate.- Not slowed by Difficult Terrain, but may suffer Dangerous Terrain tests.- If two units have this, roll off to see who gets to go first.

Ignores Cover - Cover saves may not be taken against this weapon

Interceptor - At the end of enemy Movement, this weapon can fire at any one unit that has arrived from reserve, but cannot be fired in the next turn.

It Will Not Die - At the end of the turn, the model regains a lost W/HP on a 5+.

Jink - Declare before To Hit rolls are made. If used, any model with Jink in the unit gains a 4+ cover save but may only fire Snap Shots next turn.

Lance - Counts armour values higher than 12 as 12.

Master-crafted - This weapon can re-roll one failed To Hit roll per turn.

Mighty Bulwark - If this building suffers a penetrating hit, -1 to the damage table roll.

Melta - Roll an additional D6 for armour penetration if at half range or less.- If Blast, use the distance the maker ends up after scattering.

Missile Lock - Re-roll failed To Hit rolls when using One Use Only weapons.- Only scatter D6” when using One Use Only Blast weapons.

Monster Hunter (C) - Unit re-rolls failed To Wound rolls against Monstrous Creatures.

Move Through Cover (C)

- Roll an extra D6 and pick the highest in Difficult Terrain.- Automatically passes Dangerous Terrain tests.- Not slowed when charging through Difficult Terrain.

Night Vision (C) - Ignores the effects of Night Fighting.

One Use/Shot Only - This weapon may only be used once during the game.

Outflank (C) - May arrive from Reserve via Outflank - see Reserves section.- If deployed inside a dedicated transport, the transport gains Outflank.

Pinning - If suffers an unsaved wound from this weapon, must take a Ld test or Go to Ground (which does NOT protect it from the fire of this weapon).

- A unit can take multiple tests per turn, but only one per unit firing.- If immune to Pinning, the unit may still choose to Go to Ground.

Poisoned - Weapon always wounds on a fixed number (default 4+).- In assault, if S is higher than targets T, may re-roll To Wound.

Power of the Machine Spirit

- May fire one more weapon than normal at full BS. This can be at a different unit.

- May not be used if moves Flat Out or fires Smoke Launchers.

Precision Shots - On 6 To Hit, the firer can allocate to any model in the unit in range/LOS.- Snap Shots, or weapons that do not roll To Hit, cannot be Precision.

Precision Strike - On 6 To Hit in Melee, the attacker can allocate to any engaged model.

Preferred Enemy (C) - Unit re-rolls failed To Hit and To Wound rolls of 1 against that enemy.

Psychic Pilot - Vehicle is a Psyker, with an assumed Ld of 10.

Rage - When charging, gains +2A rather than +1.- Does not work if the model is making a disordered Charge.

Rampage - Model gains +D3A if the assault contains more enemies than friends, counting all models locked in the combat. Roll once for all models.

- Does not work if the model is making a disordered Charge.

Relentless - Counts as stationary when firing Heavy, Salvo or Ordnance weapons.- May Charge after firing the above or Rapid Fire weapons.

Rending - For each To Wound of 6, automatically wound at AP2.- Against vehicles, each 6 adds an additional D3 to the AP roll (not AP2)

Repel the Enemy - Models disembarking this building may Charge the same turn.

Sentry Defence System

- Building can use automated fire against enemies even if unoccupied.- Enemy units can shoot/Charge this building even if unoccupied.

Rule Effect

Slow & Purposeful (C) - As Relentless, but can’t Run, TB, FO, Sweeping Advance or Overwatch.

Smash - All close combat attacks are AP2.- May swap all attacks for a single Smash at x2S and re-roll AP.

Shred - May re-roll To Wound rolls.- Counts in assault if the model OR weapon has the rule. In Shooting, the

weapon must have the rule.

Shrouded (C) - Unit gains +2 to cover saves, or a 5+ save in the open.

Skilled Rider (C) - Unit automatically passes Dangerous Terrain and has +1 to Jink saves.

Skyfire - Uses normal BS against Flyers, FMCs and Skimmers.- May only Snap Shot at other targets.

Sniper - The model gains Precision Shot.- Always rolls To Wound on a 4+, and a 6 is AP2.

Soul Blaze - If a unit takes an unsaved wound from this weapon, it is on fire.- At the end of each turn, roll D6. On 4+, unit suffers D3 S4AP5 hits with

Ignores Cover, randomly allocated.- On a 1-3, the flames die out.

Split Fire (C) - One model in the unit may fire at a different target.- Can’t be a unit forced to disembark because of the unit’s other attacks!

Specialist Weapon - Does not receive +1A for two Melee weapons unless both have this rule.

Stealth (C) - Unit gains +1 to cover saves, or a 6+ save in the open.

Strafing Run - When shooting Rapid Fire, Heavy, Assault, or Salvo weapons at Infantry, Beasts, Cavalry, Bikes, MCs or vehicles without Flyer or Skimmer, the firer has +1BS.

Strikedown - Non-vehicles suffering a wound move as if in Difficult Terrain next turn.

Stubborn (C) - Unit uses unmodified Ld for Morale or Pinning checks.

Supersonic - If moving Flat Out, must move between 18” and 36”.

Swarms - When wounded from a Blast or Template weapon, counts as 2 wounds unless it would inflict Instant Death anyway.

- Units composed entirely of Swarms ignore Difficult Terrain but take Dangerous Terrain tests as normal.

- When allocating wounds, if two models could be closest, the swarm which has already taken wounds is always hurt first.

Tank Hunters (C) - Re-rolls failed AP rolls against vehicles and can re-roll glancing hits.

Two-handed - Model may never receive +1A for fighting with two Melee weapons.

Twin-linked - Weapon re-rolls failed To Hit rolls.- Blast weapons must re-roll both the 2D6 and the scatter dice.- Template weapons re-roll failed To Wound or Armour Penetration rolls.

Unwieldy - Model piles in and fights at I1 unless it is a Walker or MC.

Vector Dancer - May make an extra 90º pivot at the end of the move but cannot then move Flat Out.

Vector Strike - When Swooping or Zooming, may attack one unenegaged enemy unit it moved over that turn.

- Unit takes 1 hit at unmodified S and AP2, Ignores Cover, randomly allocated (D3 hits against Zooming Flyers or Swooping FMCs). Against vehicles, this is on the side armour.

- This attack cannot be upgraded by other special rules.- Counts as having fired one weapon in the following Shooting phase, but

can shoot against a different target.

Vortex - This weapon is a Destroyer weapon with the shot coming from the centre of the blast marker (as for Barrage).

- The marker remains in play, is Impassable Terrain, and scatters 2D6” at the start of each player turn. Remove the marker on a double.

- Any unit under the marker’s new location is hit.

Zealot (C) - Unit automatically passes Fear, Pinning, Regroup and Morale checks.- Unit cannot Go to Ground and cannot use Our Weapons Are Useless.- Re-rolls To Hit rolls in the first round of assault.

- Special rules marked with a (C) are conferred - they only require one model in the unit to have the special rule for the whole unit to benefit from it.

Page 8: Warhammer 40k Reference sheets

ARMY COMPBATTLE-FORGED ARMIES (p117)

UNBOUND ARMIES (p117)

COMBINED ARMS DETACHMENT (p122)

ALLIES DETACHMENT (p122)

ALLIESALLIES TABLE (p126)

PERSONAL WARLORD TRAITS (p124)

STRATEGIC WARLORD TRAITS

COMMAND WARLORD TRAITS

TACTICAL WARLORD TRAITS

- All units must be formed into Detachments.- No unit may belong to more than one

Detachment.- You may have any number of Detachments,- One must be the Primary Detachment. This

must contain your Warlord.- A unit’s Faction applies in any case.- Dedicated Transports count as being part of

the slot as the unit they were bought for.

Supplements- Any new units in a supplement count as

part of the parent Faction.- However, most supplements actually add

new rules to a Detachment rather than ‘new units’.

- DO WHATEVER YOU WANT WE DONT CARE HAHAHAHAAA FORGE THE FREAKIN NARRATIVE!!!!!

- But you can still take Formations.

- Units must have the same Faction.- Ideal Mission Commander: You may

choose to re-roll the Warlord Trait.- Objective Secured: Troops from this

detachment control objectives even if an enemy unit is within range of the marker, unless that unit has this rule too.

- Units must have the same Faction.- Must have different Faction from Primary.- This detachment cannot be the Primary.- Objective Secured: Troops from this

detachment control objectives even if an enemy unit is within range of the marker, unless that unit has this rule too.

Armies of the Imperium- Adepta Sororitas, Astra Militarum, Blood

Angels, Dark Angels, Grey Knights, Imperial Knights, Inquisition, Space Marines & Space Wolves all count as Armies of the Imperium.

Battle Brothers (Green):- Are friendly models.- Can benefit from Warlord traits.- Can be joined by Ind Characters.- Count as friendly for Psychic powers, etc.- Can repair friendly models.- Can benefit from reserve re-rolls, etc.- Can embark on friendly transports.

Allies of Convenience (Yellow):- Are enemy models that cannot be targeted.- Cannot move within 1” of the ally.- Cannot benefit from anything listed in

‘Battle Brothers’.- Are affected by attacks that effect ‘enemy’

units within a certain range.

Desparate Allies (Orange):- As Allies of Convenience- One Eye Open: Any unit within 6” of a

Desperate Ally at the start of the turn must roll a D6. On a 1, they may not do anything that turn. Zooming/Swooping units may not pivot and must just move their minimum distance.

Come the Apocalypse (Red):- As Desparate Allies.- Cannot deploy within 12” of each other.

1 Master of Defence:Warlord has Counter-attack.

2 Master of Offence:Warlord has Furious Charge.

3 Master of Manoeuvre:Warlord has Outflank.

4 Legendary Fighter:Army gains +1VP for each character slain by the Walord in a challenge.

5 Tenacity:Warlord has Feel no Pain.

6 Immovable Object:Warlord has It Will Not Die and Fearless.

1 Conqueror of Cites:Your units have Move Through Cover (Ruins) and Stealth (Ruins).

2 Night Attacker:You may force Night Fighting on Turn 1. Your units have Night Vision.

3 Master of Ambush:Warlord and three non-vehicle units have Infiltrate.

4 Strategic Genius:You have +1 to Seize the Initiative and can re-roll all Reserve rolls.

5 Divide to Conquer:Your opponent has -1 to Reserve rolls.

6 Princeps of Deceit:At the start of the opponent’s first turn, pick 3 units in his army to make a Pinning test.

1 Inspiring Presence:Friendly units in 12” can use the Warlord’s Leadership.

2 Intimidating Presence:Enemy units within 12” use their lowest Ld value, not their highest.

3 The Dust of a Thousand Worlds:Warlord and all friendly units within 12” have Move Through Cover.

4 Master of the Vanguard:Warlord and all friendly units within 12” add 1” to Run or Charge ranges.

5 Target Priority:Warlord and all friendly units within 12” re-roll shooting To Hit rolls of 1.

6 Co-ordinated Assault:Warlord and all friendly units within 12” re-roll assault To Hit rolls of 1.

1 Tactical Genius:You may discard 2 active Tactical Objectives at the end of the turn.

2 Master of Interference:One Use Only. At the end of your turn, opponent must surrender one random active Tactical Objective.

3 Well Prepared:+1 Tactical Objective on your first turn.

4 Forward Planning:After generating TOs on your first turn, you may discard them and redraw.

5 Master of Fate:Re-roll the dice for VPs awarded by Tactical Objectives with random VPs.

6 Lead by Example:Any ‘Secure Objective X’ that is gained because the Warlord’s unit controls it gains an additional VP.

BATTLE FORGED DETACHMENT GUIDE